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converting more SubSkills to be JSON friendly
AxeMaster & SkillShot
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54cf356b71
@ -17,11 +17,13 @@ Version 2.1.0
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+ (Commands) Added toggle command /mcchatspy
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+ (Permissions) Added permission node mcmmo.commands.mcchatspy & mcmmo.commands.mcchatspy.others
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+ (Permissions) Added permission nodes for Harvest Lumber, Splinter, Nature's Bounty, and Bark Surgeon
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- (Config) Removed Skills.Archery.SkillShot.IncreaseLevel & Skills.Archery.SkillShot.IncreasePercentage
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- (Config) Removed SkillShot's IncreaseLevel & IncreasePercentage (replaced by RankDamageMultiplier)
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- (Config) Removed AxeMastery's MaxBonus & MaxBonusLevel (replaced by RankDamageMultiplier)
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! (Skills) Woodcutting's Double Drop subskill is now named Harvest Lumber
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! (Skills) Archery's Skill Shot now uses a rank system
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! (Config) Archery's Skill Shot now uses IncreaseDamage for its damage bonus
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! (Config) Archery's Skill shot now uses IncreaseDamageMaxBonus instead of MaxDamage
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! (Skills) Axe's Axe Mastery now uses a rank system
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! (Config) Archery's Skill Shot now uses RankDamageMultiplier for its damage bonus calculations
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! (Config) Axe's Axe mastery now uses RankDamageMultiplier for its damage bonus calculations
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! (Permissions) Replaced the old Double Drop permission node for woodcutting with a new Harvest Lumber permission node
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! (Locale) Super Abilities no longer have (ABILITY) in their Skill.Effect strings
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! (API) mcMMO is now built against Spigot-API instead of Bukkit
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@ -32,7 +32,7 @@ public class ArcheryCommand extends SkillCommand {
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// SKILL SHOT
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if (canSkillShot) {
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double bonus = (skillValue / Archery.skillShotIncreaseLevel) * Archery.skillShotIncreasePercentage;
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skillShotBonus = percent.format(Math.min(bonus, Archery.skillShotMaxBonusPercentage));
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skillShotBonus = percent.format(Archery.getSkillShotBonusDamage(player, 0));
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}
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// ARCHERY_DAZE
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@ -3,8 +3,10 @@ package com.gmail.nossr50.commands.skills;
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import java.util.ArrayList;
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import java.util.List;
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import com.gmail.nossr50.config.AdvancedConfig;
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import com.gmail.nossr50.datatypes.skills.PrimarySkill;
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import com.gmail.nossr50.datatypes.skills.SubSkill;
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import com.gmail.nossr50.util.skills.RankUtils;
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import net.md_5.bungee.api.chat.TextComponent;
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import org.bukkit.entity.Player;
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@ -53,7 +55,7 @@ public class AxesCommand extends SkillCommand {
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// AXE MASTERY
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if (canAxeMastery) {
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axeMasteryDamage = Math.min(skillValue / (Axes.axeMasteryMaxBonusLevel / Axes.axeMasteryMaxBonus), Axes.axeMasteryMaxBonus);
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axeMasteryDamage = Axes.getAxeMasteryBonusDamage(player);
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}
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}
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@ -119,12 +119,8 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
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/* ARCHERY */
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if (getSkillShotIncreasePercentage() <= 0) {
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reason.add("Skills.Archery.SkillShot.IncreaseDamage should be greater than 0!");
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}
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if (getSkillShotBonusMax() < 0) {
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reason.add("Skills.Archery.SkillShot.IncreaseDamageMaxBonus should be at least 0!");
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if (getSkillShotRankDamageMultiplier() <= 0) {
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reason.add("Skills.Archery.SkillShot.RankDamageMultiplier should be greater than 0!");
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}
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if (getMaxChance(SubSkill.ARCHERY_DAZE) < 1) {
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@ -152,12 +148,9 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
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}
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/* AXES */
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if (getAxeMasteryBonusMax() < 1) {
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reason.add("Skills.Axes.AxeMastery.MaxBonus should be at least 1!");
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}
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if (getAxeMasteryMaxBonusLevel() < 1) {
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reason.add("Skills.Axes.AxeMastery.MaxBonusLevel should be at least 1!");
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if(getAxeMasteryRankDamageMultiplier() < 0)
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{
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reason.add("Skills.Axes.AxeMastery.RankDamageMultiplier should be at least 0!");
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}
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if (getMaxChance(SubSkill.AXES_CRITICAL_HIT) < 1) {
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@ -736,8 +729,7 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
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/* ARCHERY */
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public int getSkillShotIncreaseLevel() { return config.getInt("Skills.Archery.SkillShot.IncreaseLevel", 50); }
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public double getSkillShotIncreasePercentage() { return config.getDouble("Skills.Archery.SkillShot.IncreaseDamage", 10.0D); }
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public double getSkillShotBonusMax() { return config.getDouble("Skills.Archery.SkillShot.IncreaseDamageMaxBonus", 200.0D); }
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public double getSkillShotRankDamageMultiplier() { return config.getDouble("Skills.Archery.SkillShot.RankDamageMultiplier", 10.0D); }
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public double getSkillShotDamageMax() { return config.getDouble("Skills.Archery.SkillShot.MaxDamage", 9.0D); }
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public double getDazeBonusDamage() { return config.getDouble("Skills.Archery.Daze.BonusDamage", 4.0D); }
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@ -745,8 +737,7 @@ public class AdvancedConfig extends AutoUpdateConfigLoader {
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public double getForceMultiplier() { return config.getDouble("Skills.Archery.ForceMultiplier", 2.0D); }
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/* AXES */
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public double getAxeMasteryBonusMax() { return config.getDouble("Skills.Axes.AxeMastery.MaxBonus", 4.0D); }
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public int getAxeMasteryMaxBonusLevel() { return config.getInt("Skills.Axes.AxeMastery.MaxBonusLevel", 200); }
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public double getAxeMasteryRankDamageMultiplier() { return config.getDouble("Skills.Axes.AxeMastery.RankDamageMultiplier", 1.0D); }
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public double getCriticalHitPVPModifier() { return config.getDouble("Skills.Axes.CriticalHit.PVP_Modifier", 1.5D); }
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public double getCriticalHitPVEModifier() { return config.getDouble("Skills.Axes.CriticalHit.PVE_Modifier", 2.0D); }
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@ -26,9 +26,10 @@ public enum SubSkill {
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/* Axes */
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AXES_ARMOR_IMPACT,
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AXES_AXE_MASTERY,
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AXES_AXE_MASTERY(4),
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AXES_CRITICAL_HIT,
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AXES_GREATER_IMPACT,
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AXES_SKULL_SPLITTER(0, ACTIVE | SUPERABILITY),
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/* Excavation */
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EXCAVATION_TREASURE_HUNTER,
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@ -97,6 +98,7 @@ public enum SubSkill {
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WOODCUTTING_HARVEST_LUMBER(3, RNG);
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private final int numRanks;
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//TODO: SuperAbility should also contain flags for active by default? Not sure if it should work that way.
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private final int flags;
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/**
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@ -4,8 +4,11 @@ import java.util.ArrayList;
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import java.util.Iterator;
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import java.util.List;
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import com.gmail.nossr50.datatypes.skills.SubSkill;
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import com.gmail.nossr50.util.skills.RankUtils;
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import org.bukkit.Material;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import com.gmail.nossr50.config.AdvancedConfig;
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@ -16,8 +19,7 @@ public class Archery {
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private static List<TrackedEntity> trackedEntities = new ArrayList<TrackedEntity>();
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public static int skillShotIncreaseLevel = AdvancedConfig.getInstance().getSkillShotIncreaseLevel();
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public static double skillShotIncreasePercentage = AdvancedConfig.getInstance().getSkillShotIncreasePercentage();
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public static double skillShotMaxBonusPercentage = AdvancedConfig.getInstance().getSkillShotBonusMax();
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public static double skillShotIncreasePercentage = AdvancedConfig.getInstance().getSkillShotRankDamageMultiplier();
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public static double skillShotMaxBonusDamage = AdvancedConfig.getInstance().getSkillShotDamageMax();
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public static double dazeBonusDamage = AdvancedConfig.getInstance().getDazeBonusDamage();
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@ -62,4 +64,19 @@ public class Archery {
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}
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}
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}
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/**
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* Every rank we increase Skill Shot's bonus damage % by the IncreaseDamage percentage value from advanced.yml
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* Divide end result by 100.0D to get proper scale
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* Damage is capped in advanced.yml by Archery.SkillShot.MaxDamage
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*
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* @param player The target player
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* @param oldDamage The raw damage of the arrow before we add bonus damage
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* @return The damage that the arrow will deal after we've added bonus damage, damage is capped by Archery.SkillShot.MaxDamage
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*/
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public static double getSkillShotBonusDamage(Player player, double oldDamage)
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{
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double damageBonusPercent = ((RankUtils.getRank(player, SubSkill.ARCHERY_SKILL_SHOT)) * Archery.skillShotIncreasePercentage) / 100.0D;
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return Math.min(oldDamage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
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}
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}
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@ -93,23 +93,15 @@ public class ArcheryManager extends SkillManager {
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}
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/**
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* Handle the effects of the Skill Shot ability
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* Calculates the damage to deal after Skill Shot has been applied
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*
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* @param damage The amount of damage initially dealt by the event
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* @param oldDamage The raw damage value of this arrow before we modify it
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*/
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public double skillShot(double damage) {
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public double skillShot(double oldDamage) {
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if (!SkillUtils.isActivationSuccessful(SubSkillActivationType.ALWAYS_FIRES, SubSkill.ARCHERY_SKILL_SHOT, getPlayer(), null, 0, 0)) {
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return damage;
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return oldDamage;
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}
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/*
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* Archery
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* Skill Shot
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*
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* Every rank we increase Skill Shot's bonus damage % by the IncreaseDamage percentage value from advanced.yml
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* Divide end result by 100.0D to get proper scale
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*/
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double damageBonusPercent = (Math.min(((RankUtils.getRank(getPlayer(), SubSkill.ARCHERY_SKILL_SHOT)) * Archery.skillShotIncreasePercentage), Archery.skillShotMaxBonusPercentage) / 100.0D);
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return Math.min(damage * damageBonusPercent, Archery.skillShotMaxBonusDamage);
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return Archery.getSkillShotBonusDamage(getPlayer(), oldDamage);
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}
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}
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@ -1,14 +1,17 @@
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package com.gmail.nossr50.skills.axes;
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import com.gmail.nossr50.datatypes.player.McMMOPlayer;
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import com.gmail.nossr50.datatypes.skills.SubSkill;
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import com.gmail.nossr50.util.skills.RankUtils;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.inventory.ItemStack;
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import com.gmail.nossr50.config.AdvancedConfig;
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import com.gmail.nossr50.util.ItemUtils;
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public class Axes {
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public static double axeMasteryMaxBonus = AdvancedConfig.getInstance().getAxeMasteryBonusMax();
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public static int axeMasteryMaxBonusLevel = AdvancedConfig.getInstance().getAxeMasteryMaxBonusLevel();
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public static double axeMasteryRankDamageMultiplier = AdvancedConfig.getInstance().getAxeMasteryRankDamageMultiplier();
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public static double criticalHitPVPModifier = AdvancedConfig.getInstance().getCriticalHitPVPModifier();
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public static double criticalHitPVEModifier = AdvancedConfig.getInstance().getCriticalHitPVEModifier();
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@ -32,4 +35,14 @@ public class Axes {
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return false;
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}
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/**
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* For every rank in Axe Mastery we add RankDamageMultiplier to get the total bonus damage from Axe Mastery
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* @param player The target player
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* @return The axe mastery bonus damage which will be added to their attack
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*/
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public static double getAxeMasteryBonusDamage(Player player)
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{
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return RankUtils.getRank(player, SubSkill.AXES_AXE_MASTERY) * Axes.axeMasteryRankDamageMultiplier;
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}
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}
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@ -3,7 +3,7 @@ package com.gmail.nossr50.skills.axes;
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import java.util.Map;
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import com.gmail.nossr50.datatypes.skills.SubSkill;
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import com.gmail.nossr50.util.skills.SubSkillActivationType;
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import com.gmail.nossr50.util.skills.*;
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import org.bukkit.entity.LivingEntity;
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import org.bukkit.entity.Player;
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import org.bukkit.event.entity.EntityDamageEvent.DamageModifier;
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@ -18,9 +18,6 @@ import com.gmail.nossr50.skills.SkillManager;
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import com.gmail.nossr50.util.ItemUtils;
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import com.gmail.nossr50.util.Permissions;
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import com.gmail.nossr50.util.player.UserManager;
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import com.gmail.nossr50.util.skills.CombatUtils;
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import com.gmail.nossr50.util.skills.ParticleEffectUtils;
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import com.gmail.nossr50.util.skills.SkillUtils;
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public class AxesManager extends SkillManager {
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public AxesManager(McMMOPlayer mcMMOPlayer) {
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@ -59,7 +56,7 @@ public class AxesManager extends SkillManager {
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return 0;
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}
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return Math.min(getSkillLevel() / (Axes.axeMasteryMaxBonusLevel / Axes.axeMasteryMaxBonus), Axes.axeMasteryMaxBonus);
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return Axes.getAxeMasteryBonusDamage(getPlayer());
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}
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/**
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@ -97,17 +97,12 @@ Skills:
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Rank_18: 90
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Rank_19: 95
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Rank_20: 100
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# IncreaseDamage: Every rank of the skill will add this much additional damage in percentage form, rank 1 = 10% bonus, rank 20 = 200% bonus (with default settings)
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# IncreaseDamage is a percentage
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IncreaseDamage: 10.0
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# IncreaseDamageMax: When the <IncreaseDamageMax> has been reached, the bonus percentage will not go up anymore. 200.0 = 200%
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IncreaseDamageMaxBonus: 200.0
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# --OLD SYSTEM -- IncreaseLevel: 5
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# --OLD SYSTEM -- IncreasePercentage: 0.1
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# MaxBonus: When the <MaxBonus> has been reached, the bonus percentage will not go up anymore. 2.0 = 200%
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# --OLD SYSTEM -- MaxBonus: 2.0
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# RankDamageMultiplier: The current rank of this subskill is multiplied by this value to determine the bonus damage, rank 20 would result in 200% damage increase with a value of 10.0 for RankDamageMultiplier
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# RankDamageMultiplier is a percentage
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RankDamageMultiplier: 10.0
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# MaxDamage: After adding bonus damage, the total damage dealt by the player will not exceed this number
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# You should be careful to not set this too low
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MaxDamage: 9.0
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Daze:
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# ChanceMax: Maximum chance of causing daze to opponents when on <MaxBonusLevel> or higher
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# MaxBonusLevel: Maximum bonus level of Daze, when a player reaches this level his chance of causing a daze will be <ChanceMax>
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@ -129,11 +124,14 @@ Skills:
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###
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Axes:
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AxeMastery:
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# MaxBonus: Maximum bonus damage when on <MaxBonusLevel> or higher
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# MaxBonusLevel: Level where <MaxBonus> is reached
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MaxBonus: 4.0
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MaxBonusLevel: 20
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# This number is multiplied by the current rank the player has in this subskill to find the amount of additional damage to apply
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# With the default config value of 1.0, at rank 4 a player will deal 4.0 extra damage with Axes (1.0 * 4)
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RankDamageMultiplier: 1.0
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Rank_Levels:
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Rank_1: 5
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Rank_2: 10
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Rank_3: 15
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Rank_4: 20
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CriticalHit:
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# ChanceMax: Maximum chance of causing a critical hit when on <MaxBonusLevel> or higher
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# MaxBonusLevel: Level where <ChanceMax> of causing critical hits is reached
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